Question about displacements and custom models

Discussion in 'Mapping Questions & Discussion' started by Joey, Jul 27, 2015.

  1. Joey

    Joey L1: Registered

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    Hey, so I have been working on a project that I would like to be my first released map. (I've been through about 3-4 map projects that I've abandoned, but hey, im a hell of a lot better than I was on my first one.) I can never seem to get displacements looking nice, its a snowy map so there are a lot of displacements. But like, I have a lot of trouble making them look nice mostly due to having wonky shaped brushes that are the base for the displacement, and some of them wont sew together because of that. I see a lot of tutorials about litterally HOW to work with displacements, but not how to make them in a good/professional/efficient way if you catch my drift. Any help on how to prepare beforehand to make displacement sculpting easier would be greatly appreciated.

    [​IMG]
    Heres what I mean by them not sewing btw

    My other question would be if I were to make a prop in blender, how would I convert hammer units to blender units? or are they the same? The reason being is I would like to make pipes that go along the roof and conform with it. Or if it would be possible to sort of turn the bsp brushes of my map into a model file to look at in blender? Any help on either of these topics is greatly appreciated.
     
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I like to make ground that'll be displaced out of 256x256 brushes; then I'll convert the top faces to power-2 displacements and edit that. It's okay to have displacements go under buildings; if you don't want to do that, however, make sure to keep your disps as square and as uniform in size as possible - the vertex tool is your friend here.

    [​IMG]

    Notice that the displacements on the right more or less block out a shape, and the odd brush in the middle can have its three visible faces displaced without looking awkwardly (there's a wooden, nondisplaced floor in front of that small cliff thing). The larger brushes on the lower left are exactly 4 times as big as the smaller brushes and so will be power 3.

    Making brushes that'll displace nicely is all about being able to divide your area into even-sized squares imo.
     
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  3. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    EDIT: god damn @ seba being 3 minutes faster. ohwell

    Blender units = Hammer units
    The distances are just numbers, and that's all that gets saved up.

    This is what I can see from your screenshot:

    [​IMG]

    If that's true, do this instead:

    [​IMG]
     
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  4. Joey

    Joey L1: Registered

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    Thanks guys, really appreciate it!